SmashFact v.1.2 now supports longer questions and answers as well as Spanish characters
We heard many requests from Educators, like yourself, to increase the number of characters allowed per question and answer in a SmashFact activity. So, we have spent the past couple months researching and testing ideal font sizes for mobile devices (since we have seen that most students play SmashFact on their tablet or phone). Now, when you edit your activities, you will notice that a question can be up to 90 characters and the answer/distractors up to 95 (we have included a handy character counter to help keep track).
We have not only expanded the questions and answers, SmashFact now supports Western character sets for foreign languages. We have found that the audio feature in SmashFact makes it a great tool for studying foreign language, and the image feature makes Asian and Arabic languages possible as well.
SmashFact helps your students better prepare for the in-class activities
Instead of spending your valuable class time reviewing the basics of a subject, give your students the tools to learn and study this type of content on their own. This opens up more time for discussions, activities, and project work–the type of complex learning where students need your support the most.
Smashing Suggestion:Structure your levels by each week’s discussion, activity, or project topic, and include the facts and vocab students will need to know to participate. Then, ask the students to play just those levels before coming to next week’s class.
By difficulty, by topic, by chapter or week…be creative!
Levels make up the main structure of your SmashFact activity, and there are endless possibilities for organizing them. Here are a couple ideas:
By difficulty: Design the lower levels with easier questions and the higher levels with more difficult challenges.
By topic: Organize the levels by similar content–mixing easy and hard questions in each level. For example, in an art class, levels could be: “Name the Artist” or “Name the Style”; for music class, levels could be: “Identify the Solo Instrument” or “Name the Year.”
By chapter or week: Does your curriculum follow a text book or lecture series? Use the chapter structure or sections of the series to form the levels. For example, the levels could be: “Chapter 1” or “Introduction to Communication.”
Smashing Suggestion: One SmashFact activity can have up to 32 levels. In your first activity, use the 32 to experiment with different structures to see what works best for you and your students. Also, instead of making separate activities for the same class, use levels to separate the type or cognitive difficulty of the content.
I’ve been receiving a LOT of emails recently, from teachers, students, musicians, Toastmaster members and even a few psychologists asking for the link to be able to download the Virtual Audience.
Unfortunately, the existing version of the Virtual Audience has been removed from he server and is no longer available for download. BUT, I’m creating a new, better version, using HD Video with more features. The new product will meet different kinds of user’s needs rather than just being a generic audience. During the creation process I’ll be inviting users in to help me test, and to provide feedback. If you are interested please email me:
britt_carr (at) advancedauthoring (dot) com
Advanced Authoring is entering the Chase/Living Social Mission: Small Business grant competition. The competition awards 12 small businesses $250,000 each to help further their small business along. Advanced Authoring will use the funding to complete development of the mobile game The American Dream.
Voting takes 30 seconds and is done in 3 easy steps:
The American Dream is a personalized mobile/tablet/desktop game designed to teach necessary topics of personal finance. It’s targeted to high school and college students. Think: “The Game of Life” meets “The Sims” meets “Survivor”. In the game players have to constantly balance a budget while dealing with unexpected “Life Events”. The game will have both a commercial version, for individuals. And, educational versions for institutions which involve teachers and parents.
The American Dream is a mobile/desktop game that allows a player to practice, and then fine-tune their practice of managing a lifetime’s worth of personal finance.
In the game, players must constantly adjust their budget and manage investments in a dynamic and changing economic climate. Think “The Game of Life” meets “Survivor”. As the player continues in the game, the interface changes to reflect decisions made to that point. If a player makes wise decisions, his/her environment aesthetically improves. Likewise, if poor decisions are made, the interface and rich media used in the game becomes more basic, or less “shiny”. And, the player finds themselves living in less-desirable environments.
Please support and share our project so that we can get this game into the hands of high school and college students across the country. For more details about the project see brittcarr.com.